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Collision detection hangs with 4.0 #62689

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peastman opened this issue Jul 3, 2022 · 4 comments
Closed

Collision detection hangs with 4.0 #62689

peastman opened this issue Jul 3, 2022 · 4 comments

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@peastman
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peastman commented Jul 3, 2022

Godot version

e16242b

System information

MacOS 12.4, AMD Radeon R9 M370X, Vulkan

Issue description

The attached project demonstrates a problem using the latest 4.0 code. It contains a simple room consisting of a plane for the floor and four boxes for walls. A few objects (some spheres and a capsule) are supposed to fall into it from above and bounce. At first they fall normally, but when they reach the floor the process hangs and needs to be force quit.

Steps to reproduce

Play the attached scene.

Minimal reproduction project

gd4test.zip

@squidink7
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This is because you generated collision shapes for the spheres and capsule rather than using the inbuilt sphere shape and capsule shape. This caused the engine to generate many many polygons per sphere to create the round shape rather than the technique used when it's manually assigned a sphere shape. It would be good if the engine could detect these spherical shapes and assign them the proper collision shape rather than creating very detailed convex polygons as it does now, however I imagine this would be complicated to detect on models that consist of more than basic shapes, and its usefulness may be limited.

@Zireael07
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duplicate of #48587 then

@Calinou
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Calinou commented Jul 16, 2022

Duplicate of #48587.

@Calinou Calinou closed this as not planned Won't fix, can't repro, duplicate, stale Jul 16, 2022
@peastman
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Thanks! That makes sense. It would be great if it could automatically select appropriate shapes. I naively assumed that since I created the mesh with "New SphereMesh", I would automatically get an efficient collision shape from "Create Single Convex Collision Sibling". But if it internally represents all meshes with the same class, I can see why that would be hard to implement.

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